Why were 3D games on the Amiga not faster than on similar 16 bit systems like the Atari ST

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It seems that 3D games, especially simulations like Falcon, were not faster (fps) on the Amiga than on the Atari ST - even a bit slower due to the CPU clock.



I was wondering why this is the case, since the Agnus seems to me as an early model of a GPU, capable of drawing vector lines and even fill out polygons. Was it not capable to display the typical number of 3D objects in those games or what was it simply not used, since it would require a complete different codeline for the Amiga with respect to 3D rendering ?










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  • What does "faster" mean? more frames per second or something?
    – Wilson
    4 hours ago










  • yes, more fps, I update the question
    – Marco
    3 hours ago










  • Mind to support your assumption with some data? Link frame rates used and how they differ?
    – Raffzahn
    1 hour ago






  • 1




    That is a little tough for me, since I did not the comparison by myself. I have a print magazine from 1990, which only covered simulations cross-system and there almost was for every game the statement that the 3D aspects between Amiga and Atari ST would be more or less the same
    – Marco
    38 mins ago










  • Keep in mind that 3D isn't anything that was hardware related (non CPU that is). Also, these machines where rather 'hard-coded' Timing was made to fit the 50/60 Hz fixed frame rate, not independant units operating and synchronizing as of today - and related, without all the inbetween layers. So unless special effects of the amiga where used, it all comes down to the CPU manipulating the bitmap. And when used, these games where usually not portable in any way.
    – Raffzahn
    19 mins ago














up vote
5
down vote

favorite












It seems that 3D games, especially simulations like Falcon, were not faster (fps) on the Amiga than on the Atari ST - even a bit slower due to the CPU clock.



I was wondering why this is the case, since the Agnus seems to me as an early model of a GPU, capable of drawing vector lines and even fill out polygons. Was it not capable to display the typical number of 3D objects in those games or what was it simply not used, since it would require a complete different codeline for the Amiga with respect to 3D rendering ?










share|improve this question























  • What does "faster" mean? more frames per second or something?
    – Wilson
    4 hours ago










  • yes, more fps, I update the question
    – Marco
    3 hours ago










  • Mind to support your assumption with some data? Link frame rates used and how they differ?
    – Raffzahn
    1 hour ago






  • 1




    That is a little tough for me, since I did not the comparison by myself. I have a print magazine from 1990, which only covered simulations cross-system and there almost was for every game the statement that the 3D aspects between Amiga and Atari ST would be more or less the same
    – Marco
    38 mins ago










  • Keep in mind that 3D isn't anything that was hardware related (non CPU that is). Also, these machines where rather 'hard-coded' Timing was made to fit the 50/60 Hz fixed frame rate, not independant units operating and synchronizing as of today - and related, without all the inbetween layers. So unless special effects of the amiga where used, it all comes down to the CPU manipulating the bitmap. And when used, these games where usually not portable in any way.
    – Raffzahn
    19 mins ago












up vote
5
down vote

favorite









up vote
5
down vote

favorite











It seems that 3D games, especially simulations like Falcon, were not faster (fps) on the Amiga than on the Atari ST - even a bit slower due to the CPU clock.



I was wondering why this is the case, since the Agnus seems to me as an early model of a GPU, capable of drawing vector lines and even fill out polygons. Was it not capable to display the typical number of 3D objects in those games or what was it simply not used, since it would require a complete different codeline for the Amiga with respect to 3D rendering ?










share|improve this question















It seems that 3D games, especially simulations like Falcon, were not faster (fps) on the Amiga than on the Atari ST - even a bit slower due to the CPU clock.



I was wondering why this is the case, since the Agnus seems to me as an early model of a GPU, capable of drawing vector lines and even fill out polygons. Was it not capable to display the typical number of 3D objects in those games or what was it simply not used, since it would require a complete different codeline for the Amiga with respect to 3D rendering ?







amiga






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edited 3 hours ago

























asked 5 hours ago









Marco

527139




527139











  • What does "faster" mean? more frames per second or something?
    – Wilson
    4 hours ago










  • yes, more fps, I update the question
    – Marco
    3 hours ago










  • Mind to support your assumption with some data? Link frame rates used and how they differ?
    – Raffzahn
    1 hour ago






  • 1




    That is a little tough for me, since I did not the comparison by myself. I have a print magazine from 1990, which only covered simulations cross-system and there almost was for every game the statement that the 3D aspects between Amiga and Atari ST would be more or less the same
    – Marco
    38 mins ago










  • Keep in mind that 3D isn't anything that was hardware related (non CPU that is). Also, these machines where rather 'hard-coded' Timing was made to fit the 50/60 Hz fixed frame rate, not independant units operating and synchronizing as of today - and related, without all the inbetween layers. So unless special effects of the amiga where used, it all comes down to the CPU manipulating the bitmap. And when used, these games where usually not portable in any way.
    – Raffzahn
    19 mins ago
















  • What does "faster" mean? more frames per second or something?
    – Wilson
    4 hours ago










  • yes, more fps, I update the question
    – Marco
    3 hours ago










  • Mind to support your assumption with some data? Link frame rates used and how they differ?
    – Raffzahn
    1 hour ago






  • 1




    That is a little tough for me, since I did not the comparison by myself. I have a print magazine from 1990, which only covered simulations cross-system and there almost was for every game the statement that the 3D aspects between Amiga and Atari ST would be more or less the same
    – Marco
    38 mins ago










  • Keep in mind that 3D isn't anything that was hardware related (non CPU that is). Also, these machines where rather 'hard-coded' Timing was made to fit the 50/60 Hz fixed frame rate, not independant units operating and synchronizing as of today - and related, without all the inbetween layers. So unless special effects of the amiga where used, it all comes down to the CPU manipulating the bitmap. And when used, these games where usually not portable in any way.
    – Raffzahn
    19 mins ago















What does "faster" mean? more frames per second or something?
– Wilson
4 hours ago




What does "faster" mean? more frames per second or something?
– Wilson
4 hours ago












yes, more fps, I update the question
– Marco
3 hours ago




yes, more fps, I update the question
– Marco
3 hours ago












Mind to support your assumption with some data? Link frame rates used and how they differ?
– Raffzahn
1 hour ago




Mind to support your assumption with some data? Link frame rates used and how they differ?
– Raffzahn
1 hour ago




1




1




That is a little tough for me, since I did not the comparison by myself. I have a print magazine from 1990, which only covered simulations cross-system and there almost was for every game the statement that the 3D aspects between Amiga and Atari ST would be more or less the same
– Marco
38 mins ago




That is a little tough for me, since I did not the comparison by myself. I have a print magazine from 1990, which only covered simulations cross-system and there almost was for every game the statement that the 3D aspects between Amiga and Atari ST would be more or less the same
– Marco
38 mins ago












Keep in mind that 3D isn't anything that was hardware related (non CPU that is). Also, these machines where rather 'hard-coded' Timing was made to fit the 50/60 Hz fixed frame rate, not independant units operating and synchronizing as of today - and related, without all the inbetween layers. So unless special effects of the amiga where used, it all comes down to the CPU manipulating the bitmap. And when used, these games where usually not portable in any way.
– Raffzahn
19 mins ago




Keep in mind that 3D isn't anything that was hardware related (non CPU that is). Also, these machines where rather 'hard-coded' Timing was made to fit the 50/60 Hz fixed frame rate, not independant units operating and synchronizing as of today - and related, without all the inbetween layers. So unless special effects of the amiga where used, it all comes down to the CPU manipulating the bitmap. And when used, these games where usually not portable in any way.
– Raffzahn
19 mins ago










2 Answers
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oldest

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up vote
5
down vote



accepted










There are a few reasons why multi-platform 3D games turned out to be no faster on the Amiga than on other 68000-based platforms without its blitter:



The developers may have targetted the lowest common denominator system and not taken advantage of the blitter when they ported to the Amiga. Early games and poor conversions tended to be like this.



A naive implementation by somebody unfamiliar with the hardware may well fail to use the blitter's line-drawing and space-filling operations efficiently, thus losing the benefit. If one draws and fills individual polygons and then blits them to the framebuffer, that is a lot of wasteful work. AmigaOS itself didn't set a good example here.



Finally, the blitter is a pure 2D device which offers no acceleration for 3D calculations, so the main CPU needs to do those. This involves a lot of matrix multiplication, and the 68000's MULU/MULS instructions are very slow, taking about 70 cycles. (The exact number of cycles is data-dependent because the microcode uses an iterative algorithm.) At 7.09MHz that's a shade over 100,000 multiplies per second, or 20,000 per 50Hz field. Even if the blitter was infinitely-fast, this still sets an upper limit of a few hundred points on screen or compromise on frame rate.






share|improve this answer




















  • thx for the explanations...I have not thought about the necessary matrix stuff and that of crs makes completely sense, then
    – Marco
    36 mins ago

















up vote
2
down vote













The thing the Agnus has that speeds up 3D games is the polygon fill feature. Blitting by itself is not so much a standard operation driving 3D performance. It can help 2D games and windowed GUIs a lot, however, one of the reasons the Atari ST got a (much simpler) blitter as well in later releases.



3D Games are CPU-heavy, or rather performance is driven how fast you can do vector arithmetics and trigonometric functions (which would mainly be done by table lookups in older games) - Agnus doesn't help here, even a 68881 wouldn't help much, as fixed-point integer maths done by a 68k are still faster. We're talking mainly integer operations here, and that is driven by raw CPU speed and bus contention.






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    2 Answers
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    2 Answers
    2






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    up vote
    5
    down vote



    accepted










    There are a few reasons why multi-platform 3D games turned out to be no faster on the Amiga than on other 68000-based platforms without its blitter:



    The developers may have targetted the lowest common denominator system and not taken advantage of the blitter when they ported to the Amiga. Early games and poor conversions tended to be like this.



    A naive implementation by somebody unfamiliar with the hardware may well fail to use the blitter's line-drawing and space-filling operations efficiently, thus losing the benefit. If one draws and fills individual polygons and then blits them to the framebuffer, that is a lot of wasteful work. AmigaOS itself didn't set a good example here.



    Finally, the blitter is a pure 2D device which offers no acceleration for 3D calculations, so the main CPU needs to do those. This involves a lot of matrix multiplication, and the 68000's MULU/MULS instructions are very slow, taking about 70 cycles. (The exact number of cycles is data-dependent because the microcode uses an iterative algorithm.) At 7.09MHz that's a shade over 100,000 multiplies per second, or 20,000 per 50Hz field. Even if the blitter was infinitely-fast, this still sets an upper limit of a few hundred points on screen or compromise on frame rate.






    share|improve this answer




















    • thx for the explanations...I have not thought about the necessary matrix stuff and that of crs makes completely sense, then
      – Marco
      36 mins ago














    up vote
    5
    down vote



    accepted










    There are a few reasons why multi-platform 3D games turned out to be no faster on the Amiga than on other 68000-based platforms without its blitter:



    The developers may have targetted the lowest common denominator system and not taken advantage of the blitter when they ported to the Amiga. Early games and poor conversions tended to be like this.



    A naive implementation by somebody unfamiliar with the hardware may well fail to use the blitter's line-drawing and space-filling operations efficiently, thus losing the benefit. If one draws and fills individual polygons and then blits them to the framebuffer, that is a lot of wasteful work. AmigaOS itself didn't set a good example here.



    Finally, the blitter is a pure 2D device which offers no acceleration for 3D calculations, so the main CPU needs to do those. This involves a lot of matrix multiplication, and the 68000's MULU/MULS instructions are very slow, taking about 70 cycles. (The exact number of cycles is data-dependent because the microcode uses an iterative algorithm.) At 7.09MHz that's a shade over 100,000 multiplies per second, or 20,000 per 50Hz field. Even if the blitter was infinitely-fast, this still sets an upper limit of a few hundred points on screen or compromise on frame rate.






    share|improve this answer




















    • thx for the explanations...I have not thought about the necessary matrix stuff and that of crs makes completely sense, then
      – Marco
      36 mins ago












    up vote
    5
    down vote



    accepted







    up vote
    5
    down vote



    accepted






    There are a few reasons why multi-platform 3D games turned out to be no faster on the Amiga than on other 68000-based platforms without its blitter:



    The developers may have targetted the lowest common denominator system and not taken advantage of the blitter when they ported to the Amiga. Early games and poor conversions tended to be like this.



    A naive implementation by somebody unfamiliar with the hardware may well fail to use the blitter's line-drawing and space-filling operations efficiently, thus losing the benefit. If one draws and fills individual polygons and then blits them to the framebuffer, that is a lot of wasteful work. AmigaOS itself didn't set a good example here.



    Finally, the blitter is a pure 2D device which offers no acceleration for 3D calculations, so the main CPU needs to do those. This involves a lot of matrix multiplication, and the 68000's MULU/MULS instructions are very slow, taking about 70 cycles. (The exact number of cycles is data-dependent because the microcode uses an iterative algorithm.) At 7.09MHz that's a shade over 100,000 multiplies per second, or 20,000 per 50Hz field. Even if the blitter was infinitely-fast, this still sets an upper limit of a few hundred points on screen or compromise on frame rate.






    share|improve this answer












    There are a few reasons why multi-platform 3D games turned out to be no faster on the Amiga than on other 68000-based platforms without its blitter:



    The developers may have targetted the lowest common denominator system and not taken advantage of the blitter when they ported to the Amiga. Early games and poor conversions tended to be like this.



    A naive implementation by somebody unfamiliar with the hardware may well fail to use the blitter's line-drawing and space-filling operations efficiently, thus losing the benefit. If one draws and fills individual polygons and then blits them to the framebuffer, that is a lot of wasteful work. AmigaOS itself didn't set a good example here.



    Finally, the blitter is a pure 2D device which offers no acceleration for 3D calculations, so the main CPU needs to do those. This involves a lot of matrix multiplication, and the 68000's MULU/MULS instructions are very slow, taking about 70 cycles. (The exact number of cycles is data-dependent because the microcode uses an iterative algorithm.) At 7.09MHz that's a shade over 100,000 multiplies per second, or 20,000 per 50Hz field. Even if the blitter was infinitely-fast, this still sets an upper limit of a few hundred points on screen or compromise on frame rate.







    share|improve this answer












    share|improve this answer



    share|improve this answer










    answered 2 hours ago









    pndc

    5,44722439




    5,44722439











    • thx for the explanations...I have not thought about the necessary matrix stuff and that of crs makes completely sense, then
      – Marco
      36 mins ago
















    • thx for the explanations...I have not thought about the necessary matrix stuff and that of crs makes completely sense, then
      – Marco
      36 mins ago















    thx for the explanations...I have not thought about the necessary matrix stuff and that of crs makes completely sense, then
    – Marco
    36 mins ago




    thx for the explanations...I have not thought about the necessary matrix stuff and that of crs makes completely sense, then
    – Marco
    36 mins ago










    up vote
    2
    down vote













    The thing the Agnus has that speeds up 3D games is the polygon fill feature. Blitting by itself is not so much a standard operation driving 3D performance. It can help 2D games and windowed GUIs a lot, however, one of the reasons the Atari ST got a (much simpler) blitter as well in later releases.



    3D Games are CPU-heavy, or rather performance is driven how fast you can do vector arithmetics and trigonometric functions (which would mainly be done by table lookups in older games) - Agnus doesn't help here, even a 68881 wouldn't help much, as fixed-point integer maths done by a 68k are still faster. We're talking mainly integer operations here, and that is driven by raw CPU speed and bus contention.






    share|improve this answer
























      up vote
      2
      down vote













      The thing the Agnus has that speeds up 3D games is the polygon fill feature. Blitting by itself is not so much a standard operation driving 3D performance. It can help 2D games and windowed GUIs a lot, however, one of the reasons the Atari ST got a (much simpler) blitter as well in later releases.



      3D Games are CPU-heavy, or rather performance is driven how fast you can do vector arithmetics and trigonometric functions (which would mainly be done by table lookups in older games) - Agnus doesn't help here, even a 68881 wouldn't help much, as fixed-point integer maths done by a 68k are still faster. We're talking mainly integer operations here, and that is driven by raw CPU speed and bus contention.






      share|improve this answer






















        up vote
        2
        down vote










        up vote
        2
        down vote









        The thing the Agnus has that speeds up 3D games is the polygon fill feature. Blitting by itself is not so much a standard operation driving 3D performance. It can help 2D games and windowed GUIs a lot, however, one of the reasons the Atari ST got a (much simpler) blitter as well in later releases.



        3D Games are CPU-heavy, or rather performance is driven how fast you can do vector arithmetics and trigonometric functions (which would mainly be done by table lookups in older games) - Agnus doesn't help here, even a 68881 wouldn't help much, as fixed-point integer maths done by a 68k are still faster. We're talking mainly integer operations here, and that is driven by raw CPU speed and bus contention.






        share|improve this answer












        The thing the Agnus has that speeds up 3D games is the polygon fill feature. Blitting by itself is not so much a standard operation driving 3D performance. It can help 2D games and windowed GUIs a lot, however, one of the reasons the Atari ST got a (much simpler) blitter as well in later releases.



        3D Games are CPU-heavy, or rather performance is driven how fast you can do vector arithmetics and trigonometric functions (which would mainly be done by table lookups in older games) - Agnus doesn't help here, even a 68881 wouldn't help much, as fixed-point integer maths done by a 68k are still faster. We're talking mainly integer operations here, and that is driven by raw CPU speed and bus contention.







        share|improve this answer












        share|improve this answer



        share|improve this answer










        answered 22 mins ago









        tofro

        12k32570




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